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Dev Update #18: Stellar Evolution and Wormholes
I built Eons of War around the idea of every turn taking a very long stretch of timean eon. Over many turns stars luminosity goes up and they loose more and more mass until they either collapse or go supernova. This update introduces star phases that match real-world stellar evolution. New stars start out as contracting disks of gasor protostars. Depending on the initial mass, protostars evolve into red or yellow dwarfs. Red dwarfs are small and cool stars that can sometimes exist for trillions of years. In the game they are one of the final star phases and never collapse or go supernova. Yellow dwarfs are stars like our Sun that evolve into red giants, which, depending on their mass, collapse into white dwarfs or evolve into blue giants. Red and blue giants are very bright active stars, so its easy to extract lot of energy from them with energy spheres. The downside of the giants is lower base population growth rate and more expensive construction. All dwarf stars have a high base population rate and low construction costs. Finally, blue giants are the only stars that go supernova that later collapse into black holes. Supernova resets minerals in the asteroid field, so black holes become very desirable locations in the late game with a high base population rate and cheap construction. Black holes can also be used as wormholes and completely change how the endgame is played.
Wormholes in Eons of War represent an invisible network between black holes. This mechanic introduces another way to attack and transport population and minerals between locations. Wormholes behave just like hyperlanes, except there is no distance or mass energy cost when you use them to perform an action. If you occupy at least one black hole all other black holes become visible on the map. To start using a black hole as a wormhole you have to build a wormhole portal that allows you to initiate actions to other black holes. As the time goes by, more stars collapse into black holes, which leaves the back of your empire more vulnerable. Suddenly, you have to not only worry about hyperlanes but also about wormholes. This is an exciting dynamic that adds spice in the endgame.
[GAMEPLAY] Renamed hyperspace tunnels to hyperlanes. [GAMEPLAY] Now initial minerals dont depend on the star type. [GAMEPLAY] Construction mineral cost is now inversely proportional to luminosity. [GAMEPLAY] Base population rate is now inversely proportional to luminosity. [GAMEPLAY] Updated action cost modifiers to be incremental instead of percentage-based. [UI] Added a turn countdown to the resources bar with a tooltip containing information about the current phase and the next phase of the stellar lifecycle. [UI] Added more information to the minerals tooltip about the total amount of minerals left to harvest. Originally published on Vasinov Games.
[ 2019-02-06 18:44:06 CET ] [ Original post ]
Protostar about to turn into a yellow dwarf.
Build 0.10.0 is out on Steam! This update contains two major changes: the stellar evolution mechanic and the wormhole mechanic. Both add new ways to strategize during all phases of the game but the endgame is particularly affected by those mechanics in a good way :)
Stellar Evolution
I built Eons of War around the idea of every turn taking a very long stretch of timean eon. Over many turns stars luminosity goes up and they loose more and more mass until they either collapse or go supernova. This update introduces star phases that match real-world stellar evolution. New stars start out as contracting disks of gasor protostars. Depending on the initial mass, protostars evolve into red or yellow dwarfs. Red dwarfs are small and cool stars that can sometimes exist for trillions of years. In the game they are one of the final star phases and never collapse or go supernova. Yellow dwarfs are stars like our Sun that evolve into red giants, which, depending on their mass, collapse into white dwarfs or evolve into blue giants. Red and blue giants are very bright active stars, so its easy to extract lot of energy from them with energy spheres. The downside of the giants is lower base population growth rate and more expensive construction. All dwarf stars have a high base population rate and low construction costs. Finally, blue giants are the only stars that go supernova that later collapse into black holes. Supernova resets minerals in the asteroid field, so black holes become very desirable locations in the late game with a high base population rate and cheap construction. Black holes can also be used as wormholes and completely change how the endgame is played.
Wormholes
Wormholes in Eons of War represent an invisible network between black holes. This mechanic introduces another way to attack and transport population and minerals between locations. Wormholes behave just like hyperlanes, except there is no distance or mass energy cost when you use them to perform an action. If you occupy at least one black hole all other black holes become visible on the map. To start using a black hole as a wormhole you have to build a wormhole portal that allows you to initiate actions to other black holes. As the time goes by, more stars collapse into black holes, which leaves the back of your empire more vulnerable. Suddenly, you have to not only worry about hyperlanes but also about wormholes. This is an exciting dynamic that adds spice in the endgame.
Other Changes
[GAMEPLAY] Renamed hyperspace tunnels to hyperlanes. [GAMEPLAY] Now initial minerals dont depend on the star type. [GAMEPLAY] Construction mineral cost is now inversely proportional to luminosity. [GAMEPLAY] Base population rate is now inversely proportional to luminosity. [GAMEPLAY] Updated action cost modifiers to be incremental instead of percentage-based. [UI] Added a turn countdown to the resources bar with a tooltip containing information about the current phase and the next phase of the stellar lifecycle. [UI] Added more information to the minerals tooltip about the total amount of minerals left to harvest. Originally published on Vasinov Games.
[ 2019-02-06 18:44:06 CET ] [ Original post ]
Eons of War
Vasinov Games
Developer
Vasinov Games
Publisher
2022
Release
Game News Posts:
33
🎹🖱️Keyboard + Mouse
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Epic Turn-Based Star Battles
In this turn-based grand strategy game you take control of an advanced civilization in an ever-changing galaxy. Build energy spheres, resource harvesters, and ring worlds to grow your economy by collecting star energy, mining asteroids, and expanding your population.
Learn how to thrive in an evolving battlefield with new stars being born and old ones going supernova, asteroid fields depleting, and hyperspace tunnels being built by you and your opponents.
Capture mysterious space stations and research new technologies to dominate the battlefield.
Follow a procedurally generated story in the single-player campaign or battle AI and your friends in custom multiplayer arenas.
FEATURES
- Build your star empire: take control of an advanced civilization and build mega-structures like hyperspace tunnels, energy spheres, and ring worlds. Develop your economy by collecting star energy, mining asteroids, and growing your population.
- Experience the cycle of stellar evolution: new stars are born and ancient ones turn into black holes, white dwarves, or dust over tens of millions of years—all within a single battle!
- Explore star systems: create a system of hyperspace tunnels to nearby stars to conquer them.
- Research new technologies: capture mysterious space stations to make strategic decisions about your civilization's research.
- Unique stellar mechanics: learn how to thrive in an evolving battlefield with stars going supernova, asteroid fields depleting, and new hyperspace tunnels being built by you and your opponents. All stars are procedurally generated based on real physics. Luminosity, mass, and energy output change in accordance with star properties.
- Single-player campaign: follow a procedurally generated story of an advanced civilization spanning millions of years and dozens of stars.
- Hotseat multiplayer: play on the same computer with up to four friends.
MINIMAL SETUP
- Processor: AMD Athlon II X4 640 @ 3.0 Ghz or Intel Core 2 Quad 9400 @ 2.66 GhzMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: AMD HD 5770 or Nvidia GTX 460 with 1024MB VRAM
- Storage: 1 GB available space
- Processor: AMD Phenom II X4 850 @ 3.3 Ghz or Intel i3 2100 @ 3.1 Ghz
- Graphics: AMD HD 6850 or Nvidia GTX 560TI with 1024MB VRAM
- Storage: 1 GB available space
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